Albedo Lucandrian

Source: Alien Archive 3

CR: 3 XP: 800

N Medium fey

Init.: +2 Senses: low-light vision Perception: +8 (or +13)

Defense

HP: 33

EAC: 15 KAC: 15

Fort: +4 Ref: +4 Will: +6

Offense

Speed: 40 ft., fly 40 ft. (Su, perfect)

Melee: tactical dueling sword +6 (1d6+1 S; critical staggered)

Ranged: bow +8 (1d6+1 P; critical staggered)

Offensive Abilities: cold radiance, reffected moonbeam

Spell-like Abilties: (CL 3rd)

Statistics

Str: +0 Dex: +2 Con: +0 Wis: +1 Int: +1 Cha: +4

Skills: Acrobatics +8 (+16 to fly), Bluff +13, Physical Science +13, Stealth +8 (or +13)

Languages: Common

Gear: bow with 20 arrows, tactical dueling sword

Ecology

Environment: any lunar

Organization: solitary, pair, or coterie (3–8)

Special Abilities

<p><b>Cold Radiance (Su)</b> Lucandrians can cause any weapon they wield to deal half its damage as cold damage, which makes the weapon neither archaic nor nonlethal. If the weapon already deals two damage types, this effect replaces one with cold. In addition, lucandrians can grant weapons they wield the staggered critical hit effect. If the weapon has any other critical hit effects, the lucandrian chooses only one to apply on a critical hit.<br/><br/> <b>Limited Spaceflight (Su)</b> A lucandrian can fly between a moon or similar satellite and the planet it orbits, or from one satellite to another, arriving in 1d3 days. The fey always arrives at its intended destination.<br/><br/> <b>Lunar Aspect (Su)</b> In the light of a waxing moon or on the lighted surface of a moon, an albedo lucandrian has a +5 racial bonus to Perception. In the light of a waning moon or on the dark side of a moon, the fey has a +5 racial bonus to Stealth. If on a planet experiencing a solar eclipse, an albedo lucandrian has both bonuses.<br/><br/> <b>Reffected Moonbeam (Su)</b> When an albedo lucandrian dismisses its reflecting armor, a creature that succeeds at the saving throw is also dazzled for 1 round, and a creature that fails the saving throw is blinded for 1 round instead of dazzled. If the target fails the saving throw by 5 or more, the creature is also confused for 2 rounds.</p>

Description